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===HS Units=== The Recon/Security fireteam is composed of 10 of the following: *1 Hearrthkyn Theyn *9 of the following: **0-9 Hearthkyn Warriors **0-3 Hearthkyn Gunners **0-1 Hearthkyn Dôzr **0-1 Hearthkyn Field Medic **0-1 Hearthkyn Grenadier **0-1 Hearthkyn Jump Pack Warrior **0-1 Hearthkyn Kinlynk **0-1 Hearthkyn Kognitâar **0-1 Hearthkyn Lokâtr **0-1 Hearthkyn Lugger *'''Hearthkyn Theyn (Combat, Staunch, Marksman):''' Your average stuntie has the wound count of an average guardsman with that ever-valuable 3+ save, which means a lot for your leader. Even better is their ability to mark someone for a good Grudge each activation. **The guns loadout for the Theyn is more than a little insane. The Autoch-Pattern Bolt Pistol and Bolter both provide the same damage and Ceasless, making the option for the pistol rather superfluous - at least the Bolt Revolver sacrifices Ceaseless for the bigger damage on a crit. The same issue is repeated with the Ion Blaster and Ion Pistol, as both get P1 and the same damage, and the pistol is pointless when the EtaCarn Plasma Pistol gets better crit damage and AP1 on all hits. **Your melee weapons are thankfully less dense. The Concussion Gauntlet is your strongest weapon with ''Stun'' added, but it's a little unwieldy to wear with a 4+ WS. The Plasma Axe gives you a reliable 5/5 damage but the Plasma Sword has the odds for stronger crits thanks to Lethal 5+. *'''Hearthkyn Dôzr (Combat, Staunch):''' Despite wearing void suits, this particular stuntie got the balls to take off the sleeves of this pressurized suit to instead wear knuckle dusters (called Concussion Knux cuz '''''EXTREME'''''). These knuckles aren't too shabby either, as they have 4/4 damage with Ceaseless and Lethal 5+ to more easily trigger Stun on a crit. Even better, fighting this bastard makes combat reinforcement shenanigans fall flat and can make one final swing before dying. **Has a special action that knocks an adjacent enemy square/3" back and deals d3+1 MWs, with a 3 also robbing the enemy of 1 APL on their next activation. For this reason, it would be a nice trick to keep the Dôzr close to any key operatives when near a melee-heavy force and act as their bouncer. *'''Hearthkyn Warrior (Staunch, Marksman):''' Your workaday squat is pretty tough with 7 wounds and a 3+ save, which puts them a little above a guardsman if not for their slow two circles/4" movement. Uniquely, every Warrior (as well as many other operatives without bespoke weapon choices) has the option between an Autoch-Pattern Bolter and an Ion Blaster. The difference between the two rests upon how much you value the reliability of Ceaseless over the potential armor-punching power of P1. *'''Hearthkyn Gunner (Staunch, Marksman):''' Gives you your variety of heavy guns. The EtaCarn Plasma Beamer is high-powered with AP2 while Beam makes any crits makes it draw a line to hit another enemy in it for d3 MWs. The HYLas Auto Rifle gives you something pretty decent with Relentless and Rending while the HYLas Rotor Cannon is a Heavy gun with Ceaseless and Fusillade to cover the field while Scan ignores obscuration. The L7 Missile Launcher has two firing modes, one being a crowd-covering Blast while the other's a high-powered AP1 shot. The Rail Rifle gives a high-powered gun, getting AP2 and MW2 on crits, but Unwieldy makes it unable to be used in Overwatch. *'''Hearthkyn Grenadier (Staunch, Scout):''' Not only do they get a Gravitic Concussion Grenade, they also get a single-use C8 HX Grenade for a more direct if short-ranged explosive. They also have a special utility grenade they can set up anywhere within 6"/pentagon to set up a 3"/square bubble with one of three effects: Either operatives need to spend an additional 2"/circle to move through it, forces all guns to suffer Range 6"/pentagon (which means nothing for any pistols equipped), or forces any objective actions to spend an additional AP to pull off. *'''Hearthkyn Field Medic (Staunch, Scout):''' Your resident healer, complete with the keyword. They can heal nearby operatives of 2d3 wounds or resurrect a downed operative before sending them scurrying. Their Plasma Knife is as effective as their Bolt Revolver, so you're not likely to excel in any one area over the other. *'''Hearthkyn Jump Pack Warrior (Combat, Scout):''' A bit of an oddity, as the squats never had such an ability to wear jump packs before. Mobility can be quite handy since your Kin got stubby legs - especially when you spend 2 AP to make a mad dash across the board in a straight line, moving 12"/2 pentagons. The jump pack also gives a bit of momentum as charging gives their Plasma Axe the Brutal rule, which can do a lot for their alpha-strike potential. **Curiously has a set of climbing gear it can lay out for his fellow Kin. Since this guy doesn't really need anything of the sort, they can lay it out on any vantage point they're near so others can climb up to join them. *'''Hearthkyn Kognitâar (Staunch, Scout):''' An Ironkin Warrior wielding a dataslate. During the Strategy phase, you can turn down using a ploy to instead lay down an Attack or Defend token anywhere on the board - Attacking enemies within 3"/square of an Attack token can re-roll a hit roll, friendly units within 3"/square of a Defend token can re-roll a save. This requires quite a bit of setup to work properly, but you fortunately get a special action to reposition the token if you need it. *'''Hearthkyn Kinlynk (Staunch, Scout):''' This particular warrior has their own special vox relay system to feed AP to friendly Kin within 6"/pentagon of them. On top of this, you can also use those comms to jam up enemies, blocking an operative from acting until everyone else has. Great for denying an enemy their key player since this power only requires LOS. *'''Hearthkyn Lokâtr (Staunch, Scout):''' Warrior wearing a wrist-mounted scanner. They mess a lot with the pregame setup, denying the enemy movement from using Recon for a scouting option as well as denying the enemy the ability to deploy outside of their DZ. They also get a special action to deploy a Scan marker on the board - any attacks against enemies within 3"/square of the token gain No Cover. *'''Hearthkyn Lugger (Staunch):''' Because someone had to be the pack-mule for the squad. Not only do they get to perform objective actions at a 1 AP discount, but they also get 5 EP worth of extra gear. On top of that, they have an endless bag of wargear, letting an operative within 1"/triangle change their loadout to anything you need. While this won't do anything for any special equipment, this does give you the means to switch things up on the enemy.
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